Diablo - This Double XP weekend has made me realize something.. |
- This Double XP weekend has made me realize something..
- An in-depth analysis and guide on Trag'Oul's Corpse Lancer
- Diablo 3 mob density is really terrible. I wish they would up it.
- The current state of pet necro and why it fails to recapture the necro feel and fantasy.
- Insane Goblin Farm Route - Bluddshed
- Season 11 Low Level Kanai's Gambling Guide for the Necromancer
- Obligatory "What Class Will You Play First/Main in Season 11" Straw Poll
- 2.6 Necromancer guides + build list • r/Diablo3Necromancers
- Most wrist-healthy / non-spammy build for Season 11? (competitive, if possible)
- Has Impale DH been changed at all since season 10?
- What is the advantage of using Blood Skeleton Mage build over Rathma Singular Skeleton Mage?
- LoK FoK build for DH?
- Leave no man behind.
- Achievements/Wings
- Social Sunday - 07/16/17
- For the upcoming season, what are the strongest (if multiple) support builds?
- My damage is squishy as hell and I can't break through GR60+. Any suggestions what I can do to optimize things a bit? Thanks in advance!
- Is Unity the equivalent of 50% damage reduction, or more?
- [Suggestion] Rift Tile Blocking
- Returning player looking for builds with little to no cooldowns
- Do we know for sure what the 4-man meta will be in Season 11?
This Double XP weekend has made me realize something.. Posted: 16 Jul 2017 01:01 PM PDT I'd take a Double Goblin / Double Bounty weekend 100% of the time over XP. The simple fact that the bonus isn't applied to the closing of GR's makes this buff nearly half effective, on top of the fact that the ones who will benefit the most from this weekend are the people who are botting and exploiting freely anyways. Farming Paragon levels for Non-Season, which a large portion of the playerbase chooses to avoid, is seemingly pointless. Whereas extra goblins would allow those of us who haven't found the Rainbow wings yet more of a chance at those, or those of us wanting to reroll for that perfect legendary could dedicate our time to stockpiling bounty mats. Blizzard, I appreciate the initiative but I personally feel like you missed a large opportunity here at a time when the communities trust is already shaky. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
An in-depth analysis and guide on Trag'Oul's Corpse Lancer Posted: 16 Jul 2017 01:22 PM PDT ForewordThis is a guide for greater rift gearing the recently popularized Trag'Oul's Corpse Lancer - a rotation based Convention of Elements build that uses Corpse Lance:Blood Lance as its only source of damage. The build at hand showcases a new type of solo playstyle that evolves around heavy single target DPS - assassinating yellow elites and completely neglecting trash density. This guide will explain the build, its mechanics and its resulting gearing choices in detail and will hopefully clear up some urgent questions I've seen rumoring within the community. The itemization part of this guide only covers seasonal play and therefore ignores legacy items. The following mechanics part is valid for seasonal/nonseasonal both for solo and group play. The mechanical analysis deduces Breakpoint-Tables for CDR and APS that are later on used to evaluate the resulting DPS of the build. I consider this guide to be for advanced players that are aware of the general idea behind the build. ItemizationYou can skip this section, if you are only interested in a resulting d3planner build. Neither APS nor CDR Breakpoints are minmaxed in this section. Equipped Items
Cubed Items
Legendary Gems
As a reference for skills/abilities you can check this d3planner build. Neither APS nor CDR Breakpoints are minmaxed. Continue reading. MechanicsThis section is done in a Q&A style, which should hopefully make this guide easier to follow and clear up basic knowledge. Does Corpse Lance have Breakpoints? Yes, it scales with attack speed yet it's a bit different from how'd you expect the skill to work. If you read my LoN WD analysis, you'll remember that Spirit Barrage has a Base Animation Length of 21 Frames and an inherent Speed-Coefficient of 1.2, yielding this Breakpoint-Table. The more attack speed your character has the shorter will be your casting animation of Spirit Barrage. While Corpse Lance has a casting animation aswell - your character stops moving when you attempt to cast Corpse Lance - attack speed is not shortening its casting animation (in a DPS-increasing manner). Attack speed merely allows you to use more corpses within one casting animation of Corpse Lance. So for Spirit Barrage a "better breakpoint" means that my characters needs less time to cast a single Phantasm. For Corpse Lance a "better breakpoint" means I use more corpses within its static casting animation? Exactly - one Phantasm has a variable length of casting animation wheras a variable amounts of corpses is used during Corpse Lance's casting animation. Both skills scale with attack speed, yet in a different way. Got it. Yet, with higher attack speed it seems that my Necromancer spends less time casting Corpse Lance while force moving. How is that? Per se, that is not incorrect. The casting animation is shortening, yet it's not a DPS-increasing effect. Imagine running at a target while there are sixteen corpses around you. You tap Corpse Lance exactly once (not holding down). The casting anmiation merely depicts the "minimum amount of frames" your character is "stuck casting". While the animation is resolving a "corpse firing interval" is ticking - this specific interval is shortening with attack speed. In total: the attack speed breakpoint defines how many corpses will be used for that one Corpse Lance button press. This means: In one scenario you might only use two corpses with a single button press; in another you might use five. Equipping enough attack speed to "barely" reach the next "corpse firing interval" is the attack speed minmaxing you'll need to do. In other words: Corpse Lance mimics a "channeling skill" where the tickrate interval decreases such that the ressource cost (corpses) per second increases. So, in a way Corpse Lance is a channeling skill? The game doesn't define it as a channeling skill - but it's safe to think of it as a ressource spending channeling skill. It's cascaded in attack speed breakpoints that will increase your "corpses used" per second. Even though it's not technically speaking correct to talk about "frames per animation" (FPA) for channeling skills, the theorycrafting community does that quite frequently. A more appropiate term would be "frames per tick" (FPT) which in this case would mean "frames per corpse". Arlight. So what APS should I aim for? It's not that easy - since APS and CDR are both important DPS primary affixes in this build. Unfortunately those affixes are not only comeptitive with each other but also with mainstat, critical hit chance, critical hit damage, and %elemental damage - in other words with damage per hit (DPH) primary affixes. While channeling you'll fire a corpse each Sounds a bit complicated to me. Not sure I can follow here. Don't worry. In the end it boils down to which is, quite frankly, easy to understand. Alright, before we continue, I was wondering why The Johnstone didn't make the cut considering it's a severe DPH multiplier? It's due to a mechanical limitation by corpses. At all times your character is bound to a maximum of sixteen corpses - that value can't be exceeded. If you create a new corpse while being capped, the oldest corpse will despawn. You can have a several hundreds of stacks on Johnstone - yet you have literally zero chances to use all of them with Corpse Lance outside of LotD. While Corpse Explosion can create multiple corpses with one usage (meaning it is self-sufficient in terms of chaining itself), Corpse Lance usually can't. Most of the time you'll use multiple corpses to exactly kill one target creating one additional corpse. Therefore, outside of LotD Corpse Lance can only utilize sixteen Johnstone stacks, which renders it useless. I see. So how does it work in LotD then? Is there also a limit? As of now we are not aware of a corpse/second limitation via LotD - if there is one, then it's not reachable for us. At 4.01+ APS (resulting 2 FPA) you'll hit 200 Johnstone stacks after ~6.7 seconds, which matches the expected consumption of 30 corpses/second. Not a single skill combination in the game comes even close to those damage instances/second values. Interesting. How are those low FPAs working with Stricken? Still has to be figured out. Might take a while. It's extremely tedious work. Anyone is welcome to help here. Anything else I should know about Corpse Lance? Some basic mechanics: Travel time of the projectile is 35 frames. Corpses within 75 yards of your character and within 35 yards of your target are eligible for usage when Corpse Lance ticks. What are the damage multipliers in this build? These are the multipliers that define the damage per Corpse Lance:
What are the CDR Breakpoints? We are determing a CDR Breakpoint for each CoE-Rotation between 12s-84s both with and without Blood is Power(BiP). If you are having troubles understanding Blood is Power and the following calculations make sure to checkout this source - since as of now Blood is Power is "probably" not working as intended. Let t denote the CoE-rotation played. Let x_1 denote the minimum amount of CDR needed to play rotation t without Blood is Power. Let x_2 denote the minimum amount of CDR needed to play rotation t with Blood is Power. This leads to the following CDR Breakpoint-Table:
What are the APS Breakpoints? The "corpse fire interval" is defined via: This leads to the following APS Breakpoint-Table:
I suspect those are all the tables we need. How do I evaluate my character now? Let's take a look at R1 World Necromancer fuczzang and let's take a look at his primary affix priorities (Shoutout to fuczzang for giving me permission to do this). If we update the basic d3planner with his primary affix stat priorities, we'll get the following overall build: https://www.d3planner.com/824082633 with 1.57 APS, 59.38% CDR in Rift, 49.73% CDR on Rift Guard and 470,721,507,460 Damage per Corpse. We can see that with the stat priority at hand, we are not far away from the 6 FPA Breakpoint. With a few changes (Compass Rose: AVG -> IAS, Gloves: INT -> IAS) we can reach 1.77 APS, 59.38% CDR in Rift, 49.73% CDR on Rift Guard but we are lowering our Damage per Corpse to 426,099,922,737. These slight changes would yield an overall ~5.6% DPS increase. So is that the perfect primary distribution that maxes DPS(APS, CDR, DPH)? In short: We don't know. The theorycraft presented in this thread merely provides a general DPS formular, with which you can calculate your resulting DPS. You can simply import your setup and maximize your DPS in regards to DPH, APS and CDR as showcased with Fuczzang's choice of primaries. The correct distribution of APS <-> CDR <-> DPH primary affixes for max DPS and the correct choice of maingems (Powerful, Gogok, Stricken) is overwhelming. Iterating over all combinations is nothing you could do by hand - yet it would yield a definite answer. Can there be a DPS(APS, CDR, DPH) instance where dropping BiP is not a DPS loss? Yes. Blood is Power is not as good as it seems. It's unclear if it's working as intended. Considering we only talked about 6 FPA variants as of now. Can you reach 2 FPA with Pain Enhancer in 4-man? Yes - that basically tripples your corpses/second compared to solo. While you have density around you, you can deal severe damage to a yellow even in 4-man. A setup like this can most definitely be viable for speeds (maybe even up to 1%s). DisclaimerI have cleared GR X in solo/group. I am doing fine without all this math. Why would anybody need that? Chances are this guide is not meant for you in this case. If you prefer a "Quality-of-Life"-non-Math way of gearing your character over your personal highest group/solo achievement than this guide and its quintessence are definitely none of your concern. Merely the awareness of these mechanics might be enough for you. Using this knowledge to gain an edge over other players is entirely up to you. Credits and ShoutoutsCredits to
Shoutouts to
I am sure there are more questions. I'll answer those as long as you keep'em coming. Feel free to ask them either here or jump over to my stream under twitch.tv/svr_90. — /u/sVr90 [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Diablo 3 mob density is really terrible. I wish they would up it. Posted: 16 Jul 2017 02:38 AM PDT I love ARPGS. Put a lot of time in them. D3 is the only one where I constantly feel like I'm running out of things to kill. Some zones are better then others, you get those in a rift or g rift and you're like "hell yeah" then you get another zone and it's empty. Even the high mob density zones still leave density to be desired. Edit: I'm referring only to Rifts. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The current state of pet necro and why it fails to recapture the necro feel and fantasy. Posted: 16 Jul 2017 12:58 PM PDT A long read, but this really details why the D3 Necro really fails to be what it is meant to be both in fantasy and play, and how to fix it. The allure of the pet oriented arpg play is having an army of minions that do the killing for you while you choose to support them in various ways including CC, cursing or debuff, and even your own dps. This is captured masterfully in D2 necro fishymancer build where you have an army of skeletons and you can concentrate on cursing, corpse explosion, and less often so but also bone prison or wall and bone spirit or bone spear. This dynamic of having the choice of having an extremely laid back playstyle of being able to sit back and debuff enemies while your army kills them is what makes the necro. If you want to get more involved, you can cast bone spears and whatever else, or skill into even more minions via more active minions skills like revive. Now, regarding Diablo 3... The WD Helltooth Garg build captures part of this fantasy. It is an extremely laid back build. Your minions tank and kill, while you concentrate on debuffing your enemies via Ring of Death, just like a curse, and CCing your enemies with piranhado. Now comes to the Necromancer pet build... Rathmas... In Rathmas, the Necro pet build, you have to spam an ability, Mages. You have no choice to not spam this ability. This, in one fell swoop, already kills the quintessential necro fantasy and playstyle of standing back while your minions do the work. There is arguably room for 1 skill slot to move around, but we are forced into Simulacrum just for the dps build. Curses are usually mandatory, which are nice and part of pet fantasy anyway. This extra skill slot may have been intended to be filled with Army of the Dead, so that is your extra damage like D2 Bone spirit, or with Revive, which is like D2 redoubling on summons. IMO obviously Revive should have been the active or spammy pet skill that you can opt in to, or switch out for other skills like more CC or direct damage if you wish. Forcing you to spam an ability other than a curse, a very unsatisfying ability as Mages at that, is what kills both Rathma set and unfortunately the quintessential Necro playstyle. please Blizz look into this, hear us on this, and fix it. The bonestorm playstyle and fantasy is great, weak or not, and Trang ouls has its own problems like being inactive for a minute. But in this plea we just concentrate on the quintessential necro build, the pet build. Until this is fixed, I will continue playing HT Garg WD to not get carpal tunnel, and I will just transmog him in black robes and pretend he is a necro. please Blizzard give some notice to this and hear this feedback. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Insane Goblin Farm Route - Bluddshed Posted: 16 Jul 2017 06:34 PM PDT
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Season 11 Low Level Kanai's Gambling Guide for the Necromancer Posted: 16 Jul 2017 05:35 PM PDT Short version of things probably useful for "efficient" players: Disclaimer: Explanation: The Data: Items that are ineffective/unable to be done with this: References: tl;dr: see the short version at the top [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Obligatory "What Class Will You Play First/Main in Season 11" Straw Poll Posted: 16 Jul 2017 09:53 AM PDT
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2.6 Necromancer guides + build list • r/Diablo3Necromancers Posted: 16 Jul 2017 02:06 AM PDT
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Most wrist-healthy / non-spammy build for Season 11? (competitive, if possible) Posted: 16 Jul 2017 02:43 PM PDT Hey, I'm looking forward to start the new Season 11 and would like to know what are the least-spammy viable builds out there, apart from WD Gargantuan Build (don't want to play that this time). Not focusing on leaderboards, but I would like to know which ones are faster and more competitive if there are a few options. PS. I don't have Necromancer, but I'd like to know as well if Necro builds are spammy. If they're not maybe I'll get it! Thanks in advance. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Has Impale DH been changed at all since season 10? Posted: 16 Jul 2017 06:29 PM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
What is the advantage of using Blood Skeleton Mage build over Rathma Singular Skeleton Mage? Posted: 16 Jul 2017 10:08 PM PDT I wonder, my friend is playing Rathma SM build and I am playing Blood Skeleton Mage together. We run a lot of grift together and I noticed that he has easier time to kill the monsters over me. I am not sure whether it is the build that I am running with is simply inferior than Rathma SM or it is simply because he has 600 plvl (his plvl is 1700) higher than me? I am now in dilemma whether I should switch to Rathma SM build or I continue sticking with Blood SM build (I had despaired like 5 items for my Trang Oul sets). [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 16 Jul 2017 09:00 PM PDT Hey guys just wondering how the Legacy of Knightmare Fan of Knives build fairs? I just found a primal ancient Dawna and want to use it but having trouble deciding to use LoK or the Shadow Impale build! Much appreciated. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 16 Jul 2017 02:32 PM PDT So just like a ton more of people (guess so), I am looking for a 4-man group or an active clan to begin season 11. I guess we could use a thread where everyone in the same situation could leave their info and what they aim for in the season and at least get everyone a blast of a day next thursday. I'll begin. Battle id: Quartz#2430 (EU) Looking for a 2 more guys for season 11 beginning (or an active clan) to, at the very least, get to 70 before calling it a day and after that, gear up and start Grifting, will start at launch (17:00 for me) will go until 00:00 or so and then comeback at 15:00 +- on friday. At the moment I am with a friend, both of us rolling necros (like most people will) :P [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 16 Jul 2017 07:17 PM PDT As the title implies, I thought it would be neat if you got wings for completing each classes achievements, just like they did with the necro. This would get people playing other classes, and add a nice edition to the end game content. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 16 Jul 2017 07:00 AM PDT Welcome to week 21 of the Social Sunday thread! Monster slaying is fun, but killing monsters in groups is better! Looking for a group of like-minded players to play with? This thread is for finding Clans, Communities, or other players to defend Sanctuary. Feel free to promote your Clan or Community every week. If you have any suggestions for this thread or any other ideas, please message the mods. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
For the upcoming season, what are the strongest (if multiple) support builds? Posted: 16 Jul 2017 04:40 PM PDT As the title says, I'm looking to play a support for 1 or 2 friends at a time. What are the current strongest builds/classes for that? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 16 Jul 2017 04:11 PM PDT
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Is Unity the equivalent of 50% damage reduction, or more? Posted: 16 Jul 2017 11:59 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[Suggestion] Rift Tile Blocking Posted: 16 Jul 2017 07:55 AM PDT Taking a page from Runescape's Slayer skill here... Give us the option to block certain tilesets from being used when we open rifts, etc. This is similar to the slayer task block in Runescape for those of you who have played. Maybe give Kadala a new tab? Blocking a tile set could cost a certain number of blood shards, but you can only block two or three at once. This could also give Blizzard some data on which tile sets are being blocked the most, which would make it somewhat easier for the team to decide what needs tweaking/buffing. The new cathederal map brought this idea on. It's infuriatingly filled with dead ends and has very low mob density when compared to other tiles. Sort it out, Blizz! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Returning player looking for builds with little to no cooldowns Posted: 16 Jul 2017 08:49 AM PDT Hello D3 community. I'm a longtime D2 player whose friends finally convinced him to try D3 again. My biggest gripe with D3 in the past was the reliance on skills with massive cooldown and the gear required just to mitigate it. I'm wondering if there are any builds that use either no skills with large cooldown or can get to that point with little to no dependence on CDR rolls on gear. I loved playing sorceresses and wind druids as well as ribcracker based wolf/bear druids, so something in that same vein would be great. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Do we know for sure what the 4-man meta will be in Season 11? Posted: 16 Jul 2017 08:47 AM PDT |
You are subscribed to email updates from Diablo on reddit. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google Inc., 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
Post a Comment